I prefer Roof Jumper to Battle Jump. Sure, you need to fall at least 20 ft instead of 10 ft, but you gain bonus damage!

A simple build that isn't even remotely optimized:

Human Warblade 1/Wizard5/Swiftblade9/Abjurant Champion 5

-> BAB +17, Casts as 16th level wizard.

Key feats: Roof Jumper, Power Attack.

Required feats:Dodge, Mobility, Roof Walker, Combat Casting.

Typical Mode of Attack:1.)Use either the Reserve Feat Dimensional Jaunt, Benign Transposition or some other Teleportation spell without the "no actions after this" clause of Dimension Door to Teleport X Feet above your target.X has to be at least 20ft.

2.) Fall down, gain bonus damage from Roof Jumper. Make a Jump check to reduce falling damage.Hit the opponent with a charge.

3.) Use Sudden Leap to Jump Immediately after the first attack is resolved. Hopefully, you can pull of a 20ft jump straight up. If you can't, use a quickened teleportation spell again.

4.) Use your second standard action to cast a teleportation spell, as above.

Build: Kalashtar, Stalwart, Battle Sorceror 4. Go all the way with Battle Sorceror. Stop off in Abjurant Champion and Barbarian (for pounce), but otherwise all you do is lose caster levels and HP. Nets BAB 16 in the end. Full final build: Stalwart Battle Sorceror 14/Abjurant Champion 5/Barbarian1

With Stalwart Battle Sorceror and average hitpoints, you get the same effective hit die as a barbarian, with a whopping 6.5 hitpoints every level +con. Take the Quick trait, for +10ft speed and +4 to jump. Take 2 flaws, of any kind. Feats at first level should look like: Battle Jump, Power Attack, Up The Walls. If flaws aren't allowed, well good luck, but you could always dip fighter and still get Battle Jump/Up The Walls at level one and start maiming straight away. This is also a good idea if your DM enforces class skills and such (I don't), because it allows you to hit Leap of the Heavens at level 3.

Stat spread should look like, given the elite array: 14 12 13 10 8 15. Boost Charisma every level. You need the 10 int so that you can purchase max ranks in jump (cross classed), while having enough to purchase ranks in tumble to get the synergy (every bit helps, and tumble is awesome anyway). Eventually you'll be moving so god damn fast your actual ranks in jump are trivial, but every little bit helps at early levels.

Your first spells are Expeditious Retreat and Jump. These together will, for one to 3 battles per day, give you a jump modifier high enough to jump 8 feet on a regular basis. Straight Up. Enjoy these, because you don't learn any new ones until level 5.

You really don't care, though, because you qualify for UP THE WALLS. Kalashtar get power points! YAY. NO DIPPING PSYWAR NEEDED. Though you could still if you wanted.

Eventually you'll get all the way to level 20 and you will have cool stuff like Wraithstrike and Shapechange. Also note that the Wrath (IIRC) domain has Rhino Rush at level 1, so if you like the idea of doing more damage than already done, hit up Arcane Disciple.

In other news: Travel Devotion is still a good idea, in which case a cleric dip is cool as hell. Other than that, though, no real need to go outside sorceror. Really, you could even go for Sacred Exorcist, in which case you'd need a higher INT.

EDIT: Whoops, forgot the jump math.

Level 4, Jump, Expeditious retreat. Total Jump bonus: 3.5 ranks + 2 Strength + 16 (land speed 70 feet) + 10 Jump = 31. Get a running start and you can already start battle jumping right there, about 50% of the time. At level 5 Jump's bonus increases by 10, making the rest of this a piece of cake. You really don't even need Up the Walls in this build at all, though it's still cool to run straight up a building at 80 MPH. You can do this like 4 times per day. Or you could ration them out if you have walls to run up, and go for 8 (don't forget at level 4 you get 3 2nd level spells per day and 0 spells known).

Given your build, I'd probably go Barbarian1 (Pounce & Whirling Frenzy)/Stalwart Battle Sorcerer6/Abjurant Champion5/Stalwart+8. You could take 3 Ruathar levels along the way for more skill points and a higher Reflex save.

EDIT : And really, we can even get away with not using Time Domain if we can weedle 3 more feats in, for Alternate Source Spell, Persistent Spell, and DMM : Persist. Time Domain would be traded for Planning of course, and then Mr. Stabbity-Gish could prebuff with DMM and use Mirror Move to snag all those General/Fighter feats he needs to impale.

Why I Like It:This guy is packing a little more magical capability, and further is capable of 9th level maneuvers if he wants. Yeah, you read that right. While keeping the jump bonus, as they are a function of having wings. Draconic Polymorph into a Valkyrie (or Valkyr, if the Norse is to be believed and you don't wanna play a hyperpowered Norse warrior chick). That will give you IL 20 (10 base plus 10 effective swordsage from Valkyrie), 15 maneuvers, 8 readied, and 4 stances. Each time you cast. Now for the killer part : Str 33 Dex 22 Con 24, +7 Natural Armor, Move 40 ft (Fly 60 ft, PERFECT!), 2 natural slams, 10 ft natural reach (so 15 ft with our usual choice of weaponry), and Immunity to Cold, Electricity, Fear, and Sonic. Huzzah!

But wait! We can do even better...remember my love affair with mirror move? Well, we're for the most part Int SAD (13 Str, 12 Wis, and Con wouldn't hurt, but other than that, we're a one stat pony), which means we're going to have a TON of Int, just like a regular full caster. Now, lets add this up. Assuming 13 AC from GrLumArmor, 9 from shield, and an extra 13 (6 Dex, 7 Nat) from polymorphing (-1 from size, and 1 from flaw), just from that, we're looking at AC 43. That's without even trying. Wanna make it 63? Go defensive for a round and charge up Combat Rhythm that we picked up with mirror move. Feel like being a dick? Improved Trip+Knockdown+Large and In Charge Oh, while arcane striking, just because we can. And then, once they're all on their ass, Greater Celerity to use a full round action to impale 4-5 of them with rapid blitz, in dragoon fashion in all it's glory!

Endarire, if you'd like I can give this guide the War Weaver makeover like I did Doc Rock's. I'd probably have to start a new thread for it, but it would be all prettified for BG viewing. Just let me know if you'd be cool with it and which version you'd like to have up.

Instead of jumping 10ft above an opponent(which likely forces a high DC jump check) be an azurin, take the feat "Shape Soulmeld" for Airstep Sandals(you get Fly speed 20'(good) by investing your 1 point of racial essentia in it), fly diagonally up, above your opponent, then make a jump check for, say, 1ft upwards as part of the movement, and you're golden.

Reduces the need for jump check optimization, and should work well at lower levels.